Blog

The latest FarCry 4 patch packs more NVIDIA Gameworks technology into the game with the addition of NVIDIA HairWorks. This tech was used to add simulated fur to most of the animals that populate the living world of Far Cry 4. The animals of Kyrat now look even more realistic to deliver a more immersive gameplay experience to the player. This is especially apparent when more than three animals are shown on-screen at the same time. Keep an eye out for wolf packs taking down prey!
There...

PhysX FleX is a particle based simulation technique for real-time visual effects. Traditionally, visual effects are made using a combination of elements created using specialized solvers for rigid bodies, fluids, clothing, etc. Because FLEX uses a unified particle representation for all object types, it enables new effects where different simulated substances can interact with each other seamlessly. So far we showed examples for rigid body stacking, particle piles, soft bodies and fluids. In...

At the “NVIDIA Game Festival (NGF)” held in Shanghai, China, we presented several games utilizing NVIDIA GameWorks technology, including the upcoming Kung Fu game ”King of Wushu”. The game is build on CryEngine and makes use of NVIDIA HairWorks and PhysX Clothing for a more realistic look and feel.
NVIDIA HairWorks in “King of Wushu”
One of the highlights of the video is the first warrior’s fur shawl. Traditionally, artists would place a...

Introduction
A really cool feature that is becoming more and more common in games is interactive geometry deformation. The simplest case might be a character leaving imprints on fresh snow. A more exciting example might be an off-road vehicle carving up a muddy field as the tires spin and wear away the surface. This last example has recently been implemented to stunning effect in the driving game, "Spin Tires" . In fact, the incredible surface interactivity...

What is it?
Conservative raster is a cool new feature that came along with NVIDIA’s new Maxwell architecture,
which means it is accessible today on GTX980/GTX970 boards. It allows rasterization to generate
fragments for every pixel touched by a primitive. This post shows how to enable the feature,
and highlights a couple of example use cases: ray traced shadows and voxelization.
Conservative raster produces fragments for every pixel touched by a primitive, and that holds true
even if no...